I hate Double Team. There are few things more annoying than missing an opponent 7 times in a row while they set up and KO you. But I don't believe it should be banned any longer.
Why doesn't it need to be banned? Because in Diamond and Pearl there are so many ways to counter it.
But why bother to unban it, if it's so annoying? Because allowing it will increase the variety of the metagame. Right now we're seeing teams become more and more similar because of the choices we've made about which Pokémon are allowed and which moves are allowed. If we don't have to devote one or two of our team's moveslots to stopping Double Team, we're free to fill our movesets with lots of big-damage moves that cover all types. One step on the way to a more interesting metagame is allowing evasion-increasing moves like Double Team.
First, my (possibly) less-persuasive argument: There are so many damaging moves that bypass evasion. I know these are a joke to many of us. Most of us didn't want to bother because these moves were almost universally 60 power in Advance. But instead of sucking it up and putting one somewhere on our teams, we decided to ban Double Team and be done with it. Well, GameFreak is now meeting us halfway with some new never-miss moves:
Damaging Moves That Cannot Miss:
Aerial Ace
Aura Sphere
Faint Attack
Magical Leaf
Magnet Bomb
Shadow Punch
Shock Wave
Swift
Trump Card
Vital Throw
Struggle
I'll point out the important ones here. First, we've got Aura Sphere. A 90-power special Fighting-type move that can't miss. Nice. Another big one is Trump Card. It's like Swift except the last use has 200 power. It also cannot miss. In a battle environment with Double Team, the old Vital Throw is also quite useful, weighing in at 70 power and always going last, which can have side benefits (especially against Aggron and Bastiodon). Finally, Struggle now cannot miss, so if you do run out of PP missing an obnoxious Double Teamer, at least you can hit it a few times on the way out.
Now for the (hopefully) more persuasive bit, the support moves:
Helpful Support Moves:
Curse used by a Ghost cannot miss.
Defog cannot miss.
Foresight and Odor Sleuth cannot miss in D/P. Miracle Eye also cannot miss.
Haze is still a perfectly viable counter to Evasion-raising moves.
Lock-On and Mind Reader cannot miss in D/P.
Pain Split cannot miss in D/P.
Perish Song still cannot miss.
Psych Up cannot miss in D/P.
Yawn cannot miss in D/P.
Tell me that you cannot afford to put one or two of these moves on your team. All of these moves have side benefits other than helping against Evasion-raisers. Defog clears the opponent's field of Reflect and Light Screen. If you happen to build a team that doesn't use any kind of Spikes, it's a good option. Foresight and Odor Sleuth mean you can hit Spiritomb (and Sableye) for super-effective damage as well as nullify Evasion. Haze is a nice all-purpose stat-resetter for a Pokémon that doesn't have a stat-up move itself. Lock-On and Mind Reader actually serve their purpose now that they cannot miss. Go nuts with the improved 120-power Zap Cannon and the always-fun DynamicPunch! It'll prompt a nice switch from any Double Team user. You can put Psych Up on somthing with Swagger or Flatter for greater synergy; go ahead and let your opponent get 6 Double Teams off before evening the odds with Psych Up. Finally, Yawn is now the most accurate Sleep-inducing move.
Allowing Evasion-raising moves makes all of the moves listed above more viable, along with the Pokémon that learn them. Personally, I probably won't use it anyway, but I like the move options it encourages. And trust me on this: not many things feel better than KOing a Pokémon that has 6 levels of Evasion. Eat Vital Throw, Blissey!
So, should we give it a try? I look forward to your comments.
Why doesn't it need to be banned? Because in Diamond and Pearl there are so many ways to counter it.
But why bother to unban it, if it's so annoying? Because allowing it will increase the variety of the metagame. Right now we're seeing teams become more and more similar because of the choices we've made about which Pokémon are allowed and which moves are allowed. If we don't have to devote one or two of our team's moveslots to stopping Double Team, we're free to fill our movesets with lots of big-damage moves that cover all types. One step on the way to a more interesting metagame is allowing evasion-increasing moves like Double Team.
First, my (possibly) less-persuasive argument: There are so many damaging moves that bypass evasion. I know these are a joke to many of us. Most of us didn't want to bother because these moves were almost universally 60 power in Advance. But instead of sucking it up and putting one somewhere on our teams, we decided to ban Double Team and be done with it. Well, GameFreak is now meeting us halfway with some new never-miss moves:
Damaging Moves That Cannot Miss:
Aerial Ace
Aura Sphere
Faint Attack
Magical Leaf
Magnet Bomb
Shadow Punch
Shock Wave
Swift
Trump Card
Vital Throw
Struggle
I'll point out the important ones here. First, we've got Aura Sphere. A 90-power special Fighting-type move that can't miss. Nice. Another big one is Trump Card. It's like Swift except the last use has 200 power. It also cannot miss. In a battle environment with Double Team, the old Vital Throw is also quite useful, weighing in at 70 power and always going last, which can have side benefits (especially against Aggron and Bastiodon). Finally, Struggle now cannot miss, so if you do run out of PP missing an obnoxious Double Teamer, at least you can hit it a few times on the way out.
Now for the (hopefully) more persuasive bit, the support moves:
Helpful Support Moves:
Curse used by a Ghost cannot miss.
Defog cannot miss.
Foresight and Odor Sleuth cannot miss in D/P. Miracle Eye also cannot miss.
Haze is still a perfectly viable counter to Evasion-raising moves.
Lock-On and Mind Reader cannot miss in D/P.
Pain Split cannot miss in D/P.
Perish Song still cannot miss.
Psych Up cannot miss in D/P.
Yawn cannot miss in D/P.
Tell me that you cannot afford to put one or two of these moves on your team. All of these moves have side benefits other than helping against Evasion-raisers. Defog clears the opponent's field of Reflect and Light Screen. If you happen to build a team that doesn't use any kind of Spikes, it's a good option. Foresight and Odor Sleuth mean you can hit Spiritomb (and Sableye) for super-effective damage as well as nullify Evasion. Haze is a nice all-purpose stat-resetter for a Pokémon that doesn't have a stat-up move itself. Lock-On and Mind Reader actually serve their purpose now that they cannot miss. Go nuts with the improved 120-power Zap Cannon and the always-fun DynamicPunch! It'll prompt a nice switch from any Double Team user. You can put Psych Up on somthing with Swagger or Flatter for greater synergy; go ahead and let your opponent get 6 Double Teams off before evening the odds with Psych Up. Finally, Yawn is now the most accurate Sleep-inducing move.
Allowing Evasion-raising moves makes all of the moves listed above more viable, along with the Pokémon that learn them. Personally, I probably won't use it anyway, but I like the move options it encourages. And trust me on this: not many things feel better than KOing a Pokémon that has 6 levels of Evasion. Eat Vital Throw, Blissey!
So, should we give it a try? I look forward to your comments.

























